A Healer is someone so devoted to Healing that they have sacrificed any and all types of martial training. Instead of spending days in the dojo or fighting on the street they instead spent their early days helping the needy or the sick. When a Healer hears of a Paladin's or a Cleric's "mighty" healing powers they simply chuckle to themselves and continue their work. Although Healer adventures are rare, they can be a powerful ally in a time of need.

Healers can use powerful healing spells but are terrible in combat and are mainly support characters. Though they are weak in combat, frail in stature, and generally slower in movement than other classes, they fill the role of protection, healing, and buffing better than any other class. Putting a Healer on your team greatly increases your team's capabilities. For instance, if you enter a high level dungeon with a low level team, your Healer keeps your team at high HP and taking less damage than they normally would. Unlike a Cleric, Paladin, or Wizard/Sorcerer, the Healer doesn't have to focus on keeping that last fireball spell for a battle ahead. Instead, they can use healing spells more frequently, keeping the team healthy.

Abilities: Healers use Dexterity Because they have no armor proficiency and need the extra AC, Wisdom is used for spellcasting, Charisma is used for Lay on Hands. Wisdom, however, is the most important, because it causes the Healer to gain extra spells and cast more each day.

Races: Humans and Elves are the most common Healers. Humans tend to adapt to being a non-cleric healer better than any other race, and Elves are more adept at magic and thus are more readily accepting of a full spellcasting support role than other races.

Alignment: Any non evil, and often neutral rather than lawful or chaotic. Healers have devoted everything to helping others and tend to worry less about the lawful-chaotic axis and more about helping people.

Weapon and Armor Proficiency: Healers are proficient with the Quarterstaff.

Healers are not proficient with any armor or shields.

Lay on Hands (Su): Beginning at 1st level, a Healer with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Healer level × her Charisma bonus. A Healer may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Healer can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Healer decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Perfect Health (Ex): At 3rd level, a Healer gains immunity to all diseases, including supernatural and magical diseases.

Augment Healing: At 4th level a Healer gains Augment Healing (from the Complete Divine) as a bonus feat, even if she does not have the normal prerequisites for that feat. If she already has the feat, she can choose a metamagic feat.

Remove Disease (Sp): At 6th level, a Healer can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Healing Body (Su): At 7th level or higher, a Healer can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Healer level each day, and she can spread this healing out among several uses.

Improved Perfect Health (Su): At 11th level, a Healer gains immunity to poisons of all kinds.

Healing Boost: At 14th level a Healer can as a Standard Action gain an aura of positive energy that effects each creature within a 60-ft burst 5 times a day. Any healing spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time.
A Healer can use this ability more times per day at 16th, 18th, and 20th level, as noted on Table:The Healer.

Healing Aura: At 17th level a Healer can as a Full-Round Action grant Fast Healing 3 to all living creatures within a 60-ft burst 4 times a day. The Fast Healing last for a number of rounds equal to 1 + your Cha modifier (minimum 1 round). A Healer can use this ability more times per day at 19th and 20th level, as noted on Table:The Healer.

Spells: A Healer casts divine spells, which are drawn from the spell list given below. She can cast any spell she knows ahead of time without preparing it ahead of time like a cleric or wizard must. When a Healer gains access to a new level of spells, she automatically knows all the spells for that level listed on the Healer's list. Essentially, her spell list is the same as her spells known list.

To cast a spell, a Healer must have a Wisdom score of 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a Healer's spell is 10 + the spells level+ the Healer's Wisdom modifier. Like other spellcasters, a Healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Healer. In addition she receives bonus spells for a high Wisdom score.

Unlike a Cleric or a Wizard, a Healer need not prepare her spells in advance.She can cast any spell she knows at the time, assuming she has not yet used up her spells per day for that spell level. Healers choose their spells from the following list:

Other Classes: Most people appreciate having a healer on the team. The only person a healer does not enjoy having on the team are barbarians and other classes that get hurt a lot. A healer hates nothing more than to see his hard work go to waste.

Advancement: A healer is good by itself until it gets up to epic levels. However, because healers don't get any weapon or armor proficiencies, it's a good idea to multiclass as a fighter to make your healer a little more sturdy.

Healers Should be used in large groups who often need healing. As NPCs they are the village leaders and try to keep the village as healthy as possible. Healers do not usually fight and are almost never Hostile NPCs